For this week’s cast, I was joined by Arvind Yadjav of Pyrodactyl games for a discussion about RPG and action game design, and the challenge of balancing them.
Over the last decade we have seen an interesting change in action and multiplayer-based designs with the adoption of RPG systems and progression. From the likes of Borderlands, Dark Souls, Call of Duty and many more, the RPG influence has had a profound impact on game design and progression. With that said however, it’s not the magic solution to good design and can do harm to a game’s long term viability if not kept in check.
Furi is one of those rare games that are built entirely around boss fights. Very few games do this, as it’s hard to properly keep the player engaged with such a distilled game. With a challenging system and characters designed by the creator of Afro Samurai, this is one game that held my attention.
Now that Dark Souls 3 has been out for awhile, it’s time to focus on the gameplay and actual mechanics of Dark Souls 3 beyond just reviewing the game. With each game, From Software makes a lot of subtle changes to the underlining combat systems and overall mechanics; some good, some bad and some up for debate.